j LI BRARY OF CONGRE SS. 5 



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J UNITED STATES OF AMERICA, * 



WAR-CHESS, 



GAME OF BATTLE. 



INVENTED BY 

ICHlliDSOiS T , <^ 



NEW YORK: 
C. B. RICHARDSON, PUBLISHER, 

540 BROADWAY. 
I860. 




rV 






Entered according to Act of Congress, in the year 1S66, 

By CHAELES B. EICHAEDSON, 

In the Clerk's Office of the District Court of the United States for the 
Southern District of New York. 



COMPOSITION" 



THE GAME OF BATTLE. 



The Game of Battle represents two antagonistic ar- 
mies, one of which, the Attacking (or Invading) Army, 
is compose! of four figures, each representing a regi- 
ment of Light Infantry; live figures, each representing 
a regiment of Infantry of the Line ; two figures, each 
representing a regiment of Cavalry; two figures, each 
representing a battery of Artillery ; and one figure (a 
wagon), representing the " Supply Train,''' in which it is 
to be supposed is carried all of the subsistence, ordnance 
stores, etc., necessary for the maintenance and effective- 
ness of the army. 

The object of the Attacking Army will be to capture 
the Citadel. 



WAR-CHESS ; OR THE GAME OF BATTLE. 



The other army, called the Defending Army, is com- 
posed of four figures, each representing a regiment of 
Light Infantry; five figures, each representing a regi- 
ment of Infantry of the Line ; two figures, each repre- 
senting a regiment of Cavalry; two figures, each repre- 
senting a battery of Artillery; and one figure, the Cita- 
del, representing a city in which are arms, ammunition, 
foundries, subsistence supplies, and all kinds of govern- 
ment property, which it is of vital importance to hold. 

The object, therefore, of the Defending Army will be 
to secure the Citadel against capture. 



RULES 



THE GAME OF BATTLE. 



Light Infantry moves one, two, or three squares, at 
the discretion of the player, directly forward, right or 
left obliquely, and one or two squares in any other di- 
rection, and can* take Light Infantry, Infantry of the 
Line, Cavalry, and Artillery. 

Infantry of the Line moves one or two squares in any 
direction, at the discretion of the player, and takes 
Light Infantry, Infantry of the Line, Cavalry, and Artil- 
lery. 

Cavalry moves one, two, or three squares, at the dis- 
cretion of the player, in any direction, and takes Light 



* When a piece is taken it is removed from the board, and the piece by 
which it is taken is placed on the square which was occupied by the captured 
piece. 



WATt-CHESS : OR THE GAME OF BATTLE. 



Infantry, Infantry of the Line, Cavalry, and Artil- 
lery. 

Artillery mores one, two, or three squares, at the 
discretion of the player, diagonally, and can* take Artil- 
lery, bnt cannot take Light Infantry, Infantry of the 
Line, or Cavalry, though it can check them ; that is, 
neither of those figures can come within the range of 
the Artillery, except when protected by Artillery of its 
side; in which case Light Infantry, Infantry of the 
Line, Cavalry, or Artillery, can move on the first square 
next to the Artillery of their side; but Light Infantry, 
Infantry of the Line, or Cavalry, cannot occupy the 
second or third square; nor can either of the last- 
named figures occupy the first square next to the Artil- 
lery of their side, if it is also the first square next to the 
Artillery of the other side. Artillery can be placed 
there, but of course could be taken by the Artillery of 
the other side. See Plate 2, Figure 1. 



» Whenever a piece of Artillery of one side is placed in ratine of a piece of 
Artillery of the other side, the first piece can be taken by the second. See 
Plate 4, Figure 1. 



WAR-CHESS ; OR THE GAME OF BATTLE. 



Artillery does not cover (or command) the second or 
third square from it when a figure intervenes. See 
Plate 2, Figure 2. 

When a piece of artillery hears on a figure of the 
other side that is not on the first square next to the Ar- 
tillery of its side, if Cavalry, Light Infantry, or Infan- 
try of the Line, it must move out of range of Artillery. 
See Plate 2, Figure 3. 

Artillery cannot be moved leaving a figure of Caval- 
ry, Light Infantry, or Infantry of the Line, of its side, 
in range of Artillery of the opposite side. See Plate 2, 
Figure 4. 

Artillery cannot take the Citadel ; hut when placed 
so as to command it, the defending party must bring 
some figure to the defence, and take or drive off the 
Artillery of the attacking party before moving other- 
wise. 

Artillery cannot take the "Wagon ; but when a piece 
of Artillery of the defending side is placed so as to bring 
the Wagon within its range, if the attacking party can- 



WAR-CHESS ; OR THE GAME OP BATTLE. 



not take that piece of Artillery, then the Wagon must 
be moved out of its range. 

The Wagon cannot occupy the second or third square 
from its Artillery, if that square is in range of the Ar- 
tillery of the defending side; nor can it occupy the first 
square next to the. Artillery of its side, if it is also the 
first square next to the Artillery of the defending side. 

Should all of the figures of a side be taken except the 
Artillery, that side loses the game, as Artillery cannot 
take the Citadel or Wagon. 

Light Infantry, Infantry of the Line, or Cavalry, can 
take the Citadel or Wagon. 

The capture of the Citadel or Wagon will decide the 
game. 



REMARKS 

ILLUSTRATING- THE POWER OF THE FIGURES IN THE 
GAME, AS COMPARED WITH THAT OF TROOPS IN THE 
FIELD. 

The inventor has endeavored to give to the figures of 
his game a relative power which would, as nearly as 
practicable, accord with that of the arms represented. 

It will be observed that the Infentry of the Line 
moves one or two squares in any direction, and can 
take either Infantry, Cavalry, or Aitillery; while the 
Cavalry can move one, two, or three squares, in any 
direction, and can take either Cavalry, Infantry, or Ar- 
tillery. We know that in a country comparatively 
level, such as the board represents, and presenting no 
obstacle except the river, Infantry or Cavalry can move 
in any direction, and under some circumstances either 
of those arms is good against the other. It is, of 



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10 WAB-CHESS : OR THE GAME OP BATTLE. 



course, necessary that there should be some distinction 
in the moves of the different figures ; and as Cavalry 
can move more rapidly than Infantry, it has power to 
move three squares, while the Infantry of the Line 
moves but two. 

Perhaps it will be said by some that the Cavalry has 
the advantage of the Infantry; but on placing a piece 
of Cavalry and a piece of Infantry on the board, by cau- 
tious playing, it will be found almost impossible to cap- 
ture the Infantry with the single piece of Cavalry. 

In the field, a regiment of Infantry, attacked by a 
regiment of Cavalry, might easily escape altogether, or 
may repulse and capture the regiment of Cavalry. The 
reverse may happen, and the Cavalry, well handled, 
may defeat and capture the regiment of Infantry. 

The Light Infantry moves one, two, o.r three squares, 
directly forward, right or left obliquely, and one or two 
squares in any other direction. The object of this is, 
chiefly, that there shall be a distinguishing power be- 
tween it and the Infantry of the Line. 



WAR-CHESS ; 03, THE GAME OF BATTLE. 1 1 



Light Infantry in the field does, or should, have the 
advantage in moving more rapidly ; besides, it often has 
arms of a longer range, and can be used more success- 
fully when a sudden and rapid movement is necessary. 

The Artillery moves diagonally, and has a range of 
three squares on the diagonal?. It cannot move per- 
pendicularly or laterally, therefore has no power in 
those directions. 

The Artillery can attain any position on the board, 
but cannot always reach it directly, as does the Infan- 
try and Cavalry, but, in many instances, must make a 
detour to the right or left. 

This distinguishing move is proper, inasmuch as a 
carriage cannot always folio w the course of a man or 
horse, yet it may reach any point that they can in a 
country such as is represented by the board. 

"Infantry or Cavalry cannot move in range of Artil- 
lery of the opposing side, except when protected by Ar- 
tillery of their side," etc. Artillery in the field may oc- 
cupy a position, several approaches to which it may so 



# 

12 WAR-CHESS ; OR THE GAME OP BATTLE. 



thoroughly command that it would be impracticable for 
Infantry or Cavalry to take it, unassisted by Artillery, 
by either of those approaches. Artillery would have to 
be brought up in order to operate on the first-named 
Artillery, or some other line of attack jnust be sought. 

In the game, when one piece of Artillery is not pro- 
tected by another, there are four other points at which 
it may be assailed, namely, the angles of the square. 
But when one piece of Artillery is supported by an- 
other, neither can be taken by Cavalry or Infantry with- 
out the aid of their Artillery.* 

If a battery in the field occupied a position command- 
ing thoroughly all of the approaches to it, and another 
battery of the same side was placed a short distance be- 
hind it, say in easy range, and commanded the first bat- 
tery, it would be very difficult for Cavalry or Infantry 
to take the first-mentioned battery; and if they suc- 



* The necessity of (he co -operation of two or nil of the different arms repre- 
sented, and in many instances their dependence on the support of each other, is 
demonstrated in many real battles. 



WAR-CHESS ; OR THE GAME OP BATTLE. 13 



ceeded in taking it, they could not easily, if at all, hold 
it while under the fire of the supporting battery. 

It may appear that the Artillery in the game has too 
much power ; but it must be remembered that a piece 
of Artillery of one side can always take a piece of Artil- 
lery of the other side that is placed in its range. 

It often occurs in the field that one battery is brought 
up close under the fire of another, to dislodge it; and if 
both are well served, one must soon give way. See 
Plate 4, Figure 1. 

The Wagon,* representing the Supply Train, moves 
diagonally, like the Artillery, but only one or two 
squares at a time ; for it should not move so rapidly, 
therefore it does not move so far. 

The player should be careful to guard the Wagon, 
for if it is captured he loses the game. 

An invading army entering a country where supplies 
cannot be procured, must necessarily carry them with 



* TheWa^in is captured in the same manner as other figures are ; it cannot 
be taken while under cover of a piece of Artillery of its side. 



14 WAK-CHESS ; OP. THE GAME OF BATTLE. 



him ; and should his train he captured, with a good 
army in his front, he would he in great danger of de- 
struction. 



WAR-CHESS; OH THE GAME OF BATTLE. 15 



SUGGESTION'S TO PLAYERS. 

The attacking party should first detarmine upon a 
plan of attack. Then proceed to arrange his figures in 
proper order for the accomplishment of his plan. He 
should guard his lines, by throwing forward Light In- 
fantry and Cavalry ; but will endeavor to avoid an en- 
gagement until his order of attack is formed. 

Unless to secure a very decided advantage, when 
once put in operation his first plan should not be aban- 
doned. The time lost in arranging a new plan may 
be taken advantage of by the defending party, who 
might assume the offensive and win the game. 

The defending party, at the opening of the game, 
should throw forward Light Infantry and Cavalry, to 
guard against any rapid movement to take the Citadel, 
that may be attempted by the attacking party with 



16 WAR-CHESS : OR THE GAME OF BATTLE. 



Cavalry and Light Infantry. This will also give him 
time and space for moving up and arranging his figures 
in proper order for defence. 

In advancing the Cavalry and Light Infantry, great 
caution should be observed in placing the figures on the 
squares most desirable for checking the advance of the 
attacking party, while at the same time they are not 
endangered. 

No figure should be lost, if it can be avoided, at this 
stage of the game; and no figure of the attacking party, 
except Artillery, should be taken at the risk of the loss 
of one of the defending party. Indeed, the defending 
side should continue to remain strictly on the defence 
till a good opportunity is offered for an attack ; as, for in- 
stance, when the figures of the attacking party are scat- 
tered, and not in supporting distance of each other. 

It is, however, best not to cross the river, until the 
1 attacking side is weakened by a considerable loss. 

Early in the game, an opportunity is seldom offered 
by a good player, where it is safe for the defending 



♦- 



WAE-CHESS : OH THE GAME OF BATTLE. 



17 



party to cross the river with a single figure ; and it is 
only when the attacking party has been weakened by 
the loss of three or four figures, that two or three figures 
can be spared from the defence. 

When such advance is determined upon, be always 
careful to leave the Citadel as securely guarded as pos- 
sible. 

If the attacking party be an expert player, he will 
avoid an engagement until he has arranged his figures 
in order for a grand attack. 

If it is discovered that he is thus engaged, every good 
opportunity to annoy him, and prevent the formation 
of his plan, should be taken advantage of by manoeu- 
vres, feints, and sometimes real at f acks, particularly at 
his .Artillery: and his Art'.llery should be taken, if pos- 
sible, even if it involve the loss of one or two figures of 
the defending party ; for by the loss of one piece of his 
Artillery he will be more crippled than by the loss of 
almost any two other figures. 

The game requires the constant attention of the 



18 WAR-CHESS : OR THE GAME OF BATTLE. 



players. Often the slightest mistake leads to defeat; 
therefore be careful that every move is for a pur- 
pose * 



* Success sometimes rewards ii bold operator, in this game as well as in 
war, who, ignoring all accepted theorems, ventures upon a hazardous enter- 
prise. 



WAR-CHESS: OR THE GAME OF BATTLE. 19 



Explanation to Plate I. 



The board has one hundred and thirty nine (139) squares that can be occu- 
pied. It represents a comparatively level field, traversed by a river impass- 
able except at lhe fords and bridge. 

In crossing the fords and bridge the figures move one, two, or three squares, 
according to their power, as elsewhere on the board. The short black lines in- 
dicate the entrances to the fords and bridge. 

A figure cannot take, or check, another across the river, except at the fords 
and bridge. For example, a figure on square 39 cannot take, or check, a figure 
on square 51 ; nor can a figure on square 55 take, or check, a figure on square 
40 or 48. (Squares are numbered in Plate 4.) 

ARRANGEMENT OF THE FIGURES ON COMMENCING THE GAME. 

On the defending side, Cavalry occupies the first square on the right of the 
line of nine squares. Artillery, the second. Infantry of the Line, third, fourth, 
and fifth. Cavalry, sixth. Artillery, seventh. Infantry of the Line, eighth 
and ninth. The Citadel, fifth square from the right of the first line of eight 
squares. Light Infantry, first, third, fifth, and seventh squares of the second 
row of seven squares. 

The figures of the attacking side are arranged like those of the defence, ex- 
cept that the Wagon is placed on the fifth square of the line of nine squares, 
and a piece of Infantry of the Line on the first square immediately in front 
of it. 



20 WAR-CHESS : OR THE GAME OF BATTLE. 



Explanation to Plate 2. 

Figure 1. — When two pieces of Artillery, of opposite sides, are thus placed, 
no figure, except Artillery, can occupy the squares one or two. If Artillery is 
placed on either square, it can be taken by the Artillery of the other side. 

Figure 2. — The figare on square nine cannot now move on square seven, be- 
cause " a figure cannot occupy the second or third square from its Artillery, if 
that square is in range of the Artillery of the oilier side." Hut if the figure on 
square eight moves to square six, then the figure on square nine could occupy 
square seven, for that square will not then be covered by the Artillery on 
square five. 

Should the figure on square eight be placed on square four, then the Artil- 
lery on squares three and five do not protect each other ; and in that case the 
Cavalry on square ten could take either of them : or the figure on square nine 
could take the Artillery on square five, and if it were taken by the figure that 
was on square eight, now on square four, then the Artillery on square three 
could be taken by the Cavalry on square ten. 

Figure 3.— In this case, if the Artillery on square fourteen is moved to 
square fifteen, then the figures on squares sixteen and seventeen would be in 
range of that piece, and must move (one at a time, of course) ; or after one is 
moved, the Artillery on square eighteen may be brought up on the next square 
to the remaining figure. For example, if the figure on square sixteen be 
moved out of range, then the Artillery on square eighteen ccnld be moved to 
square nineteen, to the support of the figure on square seventeen. If either of 
the squares sixteen or seventeen should be occupied by Artillery, of course that 
figure could take the Artillery moved to square fifteen. 

Figure 4. — White figures representing the attacking party, and the black 
figures the defending party. 

The attacking party having the move, suppose the figure of Cavalry on 
square twenty is moved to square twenty-one or twenty two, then the Artillery 
on square twenty-five is in danger of capture when the attacking party has an- 
other move. Now the Artillery on square twenty-five cannot move, leaving 
the figure on square twenty-four in range of the Artillery on square twenty- 
three. If the player desires to save his Artillery on square twenty-five, he 
might move the figure or square twenty-four to square twenty-six, in order to 
protect his Artillery from capture by the Cavalry moved to twenty-one or 
twenty-two ; and if that piece were taken by the Cavalry, he would then have 
an opportunity to move his Artillery away. 





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WAE-OHESS I OR THE GAME OF BATTLE. 



Explanation to Plate 3. 

Figure 1. — Shows how the Wagon may be taken. 

Suppose the attacking party, having been repulsed with considerable loss, is 
driven back from the river, pursued by the defending party, and the figures of 
the two sides occupy the squares indicated in this plate— the white figures 
representing the invading army, and the black figures the defending army. 

The defending party having the move, suppose the Artillery on square four- 
teen is moved to square thirteen. Then the Cavalry on square eight must 
move, as "no figure, except Artillery, can occupy the fi-st square next to the 
Artillery of its side, if it is also the first square next to the Artillery of the 
other side." If the Cavalry on square eight is moved to square four, then the 
Artillery now on square thirteen can take the Artillery on square five, and 
could be taken by the Cavalry moved to square four, or the Infantry on square 
six, or the Artillery on square two. Suppose it (the Artillery of defending side 
having taken the Artillery on square five) is taken by the Cavalry now occupy- 
ing square four ; then the Cavalry on square eleven could take the Artillery on 
square two, and if it (the Cavalry of defending side, moved to square two) is 
taken by the Cavalry of attacking party now on square five, or the Infantry on 
square six. then the Infantry of defending party, on square seven, could take 
the Wagon on square one. 

There are many other combinations for the capture of the Wagon. 

Figure 2.— Shows how the Citadel may be taken. 

Light Infantry, Infantry of the Line, or Cavalry of the attacking side, can 
take the Citadel when it is within their range, if no figure intervenes. For ex- 
ample, if the Artillery of the defending side is placed as indicated in this 
figure (on squares eight and ten), a figure of Cavalry or Light Infantry of the 
attacking party, on square one, or a figure of Cavalry, Infantry of the Line, or 
Light Infantry, being on square two, three, four, six, or seven, or a figure of 
Cavalry on square five, could take the Citadel, if the attacking side had the 
move. But suppose the defending party had the move, and a figure of Cavalry 
or Infantry occupied square one or two, aud either piece of Artillery was 
placed on square nine ; then the figure on square one or two could not take the 
Citadel, but must move out of range of the Artillery. If the Artillery on 
square ten is moved to square nine, then the figure of the attacking side on 
square two could occupy square three, and the next move could take the Citadel ; 
or if the Artillery on square eight were moved to square nine, then the figure 
on square two could move to square seven, and on its next move could take the 
Citadel : for though the Citadel would be in range of the Artillery on square 
nine, that would not prevent its capture. A city may be very well defended 
on one side, and yet might be easily taken at another point. 

Of course, the Cavalry and Infantry should co-operate with the Artillery in 
defending the Citadel ; and the player should endeavor to prevent the attacking 
party from occupying any square from which it could be taken. 



# 



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22 WAR-CHESS ; OR THE GAME OP BATTLE. 



ExjDlanaiion to Plate 4. 

Figure 1.— If the Artillery on square 2L is moved to square 22, the Artillery 
on square 20 can take it, or move out of range. If the Artillery on square 20 
takes the Artillery moved to square 22, then it could be taken by ihe Cavalry 
on square 20, or the Artillery on square 23. If it, on the other hand, moves to 
square 27, it could be taken by the Artillery on square 23 : and if it is moved 
to square 24, 25, or 31, it could be taken by the figure on square "0. 15ut if it 
is not moved at all, then the Artillery moved to square 22 could take it its next 
move. 

Figure 2.— Shows how the figures of the game can be moved. 

" Cavalry can be moved one, two, or three squares, in any direction, at the 
discretion of the player," provided the way is not obstructed by another figure. 
For instance, the Cavalry on square 15 cpuld not be moved to square 12, 
because the figure on square 13 intervenes. Nor, if the cavalry is moved to 
square 37, could it afterwards be moved to square 35 or 34, while a figure occu- 
pied square 30. If the Cavalry on square 15 is moved to square 37, it could 
afterwards be moved to square 29, 21, or 12, or to 22 or 0, or to 30, 23, or 15, or 
to 38, or to 45 or 53, or to 52, 05, or 70, or to 44, 51, or 57- elc. 

" Light Infantry moves one, two, or three squares, directly forward, right 
or left obliquely, and one or two squares in any other direction, at the discre- 
tion of the player." Now, if a piece of Light Infantry occupies square 36, it 
could be moved directly forward to square 51, 04, or 75 : left obliquely to square 
43, 50, or 50 ; right obliquely, to square 44, 52, or 5'.); 1o Ihe left, to square 35 
or 34 ; obliquely to the left and rear, to square 2S or 20 ; to the rear, to square 
21 or 5 ; obliquely to the right and rear, to square 29 or 22 ; and to the right, 
to square 37 or 38. 

" Infantry of the Line moves one or two squares, at the discretion of the 
player, in any direction." If a piece of Infanty of the Line were on square 13, it 
could be moved either to square 29, 44, 21, 28, 12, 5. 0, 14, 22, or 30, etc. 

"Artillery moves diagonally, one, two, or three squares at a time, at the 
discretion of the player." A figure of Artillery being on square 9, could be 
moved to square 1, 2, 17, 24, 31, IS, 20, or 34. If it were moved to square 31, it 
could then be moved to square 39, 47, or 55. or back to 24, 1", or 9, etc. If a 
piece of Artillery occupied square 51, no figure of the opposite party, except 
Artillery, could be placed on square 5S, 05, 73, 57, 63, 70, 43, 35, 27, 44. 37, or 
30, unless that square were next to the Artillery of the other side. See rules of 
the game relative to Artillery, page 6. 

" The Wagaii can be moved one or two squares at a time, at the discretion of 
the player." The Wagon being on square 11, could be moved to square 3, 4, 
20, 28, 19, or 20, etc. 



028 145 323 3 



